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Character creation gear availability restrictions?

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Man Who Walks At Night

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« Reply #15 on: <03-20-11/2335:38> »
The guards get a kick out of watching the SINless and poverty-stricken blunder into the fence and get zapped.

4. What kind of a response time could a facility like this, located next to a high-crime area, expect from local law enforcement? Or would an extra territorial response be more appropriate?

Id say for the first part to be possible for more than a few nights in a row, then you need a corp with extra territorial rights (their territory, its the squatters own fault for crossing the line which is not exactly clear). Which usually means their own security forces, or rent-a-guard.


For rest of your post, I would need more than "factory/warehouse", it seems you are (in my opinion) doing it a bit backwards, you want to design a place the runners have to break in to, and THEN figure out why.  I think the best results are the other way around. Why do they need to go there?, then figure out what a reasonable defense layout for the facility is.
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Exodus

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« Reply #16 on: <03-20-11/2357:03> »
For rest of your post, I would need more than "factory/warehouse", it seems you are (in my opinion) doing it a bit backwards, you want to design a place the runners have to break in to, and THEN figure out why.  I think the best results are the other way around. Why do they need to go there?, then figure out what a reasonable defense layout for the facility is.
I like to make security layouts in case my players jump me with some surprising turn of events. I had to build a semi-secure construction site on the fly once because my players wanted a dump truck and didn't want to pay.

Basically, I'm trying to build a medium level storage facility and change some variables based on whatever my runners want to get from it. Rare prototype thingamajig? More guards, drones, and better node security. The left shoe off a middle manager? Force 5 fire elemental  ;D
I prefer to GM for Role Players not Roll Players

Charybdis

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« Reply #17 on: <03-21-11/0139:27> »
For rest of your post, I would need more than "factory/warehouse", it seems you are (in my opinion) doing it a bit backwards, you want to design a place the runners have to break in to, and THEN figure out why.  I think the best results are the other way around. Why do they need to go there?, then figure out what a reasonable defense layout for the facility is.
I like to make security layouts in case my players jump me with some surprising turn of events. I had to build a semi-secure construction site on the fly once because my players wanted a dump truck and didn't want to pay.

Basically, I'm trying to build a medium level storage facility and change some variables based on whatever my runners want to get from it. Rare prototype thingamajig? More guards, drones, and better node security. The left shoe off a middle manager? Force 5 fire elemental  ;D
The answer to your question is:
Whatever the hell you want.

A) Response times can vary wildly based on Crime levels, How busy the Cops are in the area, and anything up to Bribes the watch commander is taking that week... it's entirely up to you.
B) Magical support depends on what the Corp/Organisation feels like paying.
- You want Shamans with trained Barghests on every door and a Bound Force 10 elemental over the shoulder of each guard? Done.
- You want nothing more than a watcher spirit patrolling every hour or so. Done
- You want FAB and a Feathered Serpent waiting in the warehouse? Done.
- It's your show... and the only query is whether the corp thinks the target is worth that much protection...
C) Physical Stats for the towers can be whatever you want. I'd recommend just basing them in sections (maybe 4 high) with a particular structure rating of your choice. Taking down a bottom section may weaken higher ones...that sort of thing)...
D) TacNets can do cool things. For simplicity's sake though, I'd recommend just adding a few dice to each guard, and giving every one of them full access to what any of them notice. (TacNets are great, but using them for every guard at the facility may slow you down. The PC's are the stars of the show, not the security goons...)

Like 'Man who walks at night' I think you're doing this backwards.... IMHO.
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Kontact

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« Reply #18 on: <03-21-11/0356:35> »
I'm also glad to know the average dice my grunts are throwing at the players' is within the average. However, while we're on the subject of challenging players what do you folks think about this?

Corporate factory/warehouse that's nestled up against a high-crime area. Surrounded with a 10' electrified fence, one gate for trucks entering/leaving, warnings are supplied only via AR tags. The guards get a kick out of watching the SINless and poverty-stricken blunder into the fence and get zapped.
Local Spider augmenting the regular guards. Guards are fitted with a slaved tacnet supplying visual, biometric, smartlinked guncam, and triangulated positioning (more on that later). Hardlined security cameras at all corners of course. A couple Nissan Dobermans with a fitting weapons package.

Triangulated positioning supplied by 3 antenna towers, on the roof of the guard's outbuilding, on the main warehouse, and on the shed housing the backup generator. Each antenna tower also has a parabolic reflector that allows the local Spider to more easily scan for hidden wireless nodes in the area with sweeping pings. I'm thinking of tacking on directional jamming to these antenna towers.

Also, if the players are prone to policing weapons from fallen adversaries the Spider is authorized to activate an electro shocker mounted in each guard's issued weapon if the weapon is a certain distance from the guard or the guard's location cannot be determined.

I like it so far.  The triangulation thing sounds like the Telematics Infrastructure software from p. 62 of Unwired.  It's a good way to keep your guys on their toes.  After 30 seconds in signal range of any Wireless Scanner hooked up into a TIe network, all of your player's wifi-enabled gear will pop up.  That means they have to shut off their comm or risk broadcasting their position.  Meanwhile the enemy has their healthy tacnet bonus to help even things out.  Personally, I'd ditch the dobermans for a couple of LEBD-1 rotodrones.  Nothing says bonin' like a drone in corp airspace shooting on targets from 600+ meters away with full bursts an Ingram White Knight LMG (probably a bit much for a just a warehouse, but...)  600+ means a lot of things.  It means that ARs and less can't even reach them, and it means that if a Magic 6 mage wants to send a spirit after it, it counts as a remote service.  Nothing demoralizes like death from above!

I'm unsure of several things.
1. What level of magical support is appropriate, probably not a dedicated mage, but what bound spirit would be good?
2. I haven't figured actual stats for the various hardware components, tacnet, antenna towers, etc.
3. What's a good weapons' package for the guards and drones for a facility of this caliber?
4. What kind of a response time could a facility like this, located next to a high-crime area, expect from local law enforcement? Or would an extra territorial response be more appropriate?

If you've been somewhere before, Astral travel is 3km/cts.  That means that an alarm goes off, a downtown corp mage could roll out of bed and be astrally on the scene in about 5 combat turns  He starts with the spirits and it's just problem after problem. 

Local law doesn't go on corp turf without permission.  They might make sure to send a drone unit to investigate gunfire and make sure that nothing spills into good neighborhoods, but LS/KE couldn't care less about crime in the barrens.


Oh! I almost forgot the most important rule for creating threats.  Players should succeed in a standard threat roll about 80% of the time.  Offense, defense, whatever.  Heavy threats should be 60% or so.  Extraordinary threats about 20% to bleed out edge.   
« Last Edit: <03-21-11/0410:04> by Kontact »

Mäx

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« Reply #19 on: <03-21-11/1423:00> »
Personally, I'd ditch the dobermans for a couple of LEBD-1 rotodrones.  Nothing says bonin' like a drone in corp airspace shooting on targets from 600+ meters away with full bursts an Ingram White Knight LMG (probably a bit much for a just a warehouse, but...)  600+ means a lot of things.  It means that ARs and less can't even reach them, and it means that if a Magic 6 mage wants to send a spirit after it, it counts as a remote service.  Nothing demoralizes like death from above!
Personally i prefer good old Lone Star Strato-9:s for raining dead from above, those babies have reinforced weapon mounts :o
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